簡體   English   中英

無法專用於std :: hash將自定義類型存儲在unordered_map中

[英]Cannot specialize std::hash to store custom type in unordered_map

我正在嘗試使用共享庫中定義的類的實例作為unordered_map的鍵。 但是,當我以正常正確的方式專門針對名為Tile的此類的std :: hash模板時,由於某種原因,編譯器會不斷抱怨:

/usr/include/c++/7/bits/hashtable_policy.h:87: error: no match for call to ‘(const std::hash<Tile>) (const Tile&)’
  noexcept(declval<const _Hash&>()(declval<const _Key&>()))>
           ~~~~~~~~~~~~~~~~~~~~~~~^~~~~~~~~~~~~~~~~~~~~~~~

這是我定義std :: hash(pathfinder.h)專業化的頭文件:

#ifndef PATHFINDER_H
#define PATHFINDER_H

#include <vector>
#include <unordered_set>
#include <unordered_map>
#include <memory>

#include "Libworld/world.h"
#include "node.h"
#include "nodifier.h"
#include "pathgenerator.h"

namespace std {
    template <>
    struct hash < Tile > {
        public:
            size_t operator() ( const Tile & theTile ) const noexcept {
               return ( ( 32768 * theTile.getXPos ( ) ) + theTile.getYPos ( ) );
            }
            size_t operator() ( const Tile * theTile ) const noexcept {
               return ( ( 32768 * theTile->getXPos ( ) ) + theTile->getYPos ( ) );
            }
    };

    template <>
    struct equal_to < Tile > {
        bool operator ( ) ( const Tile & lhs, const Tile & rhs ) const {
            return ( lhs == rhs );
        }
    };
}

class Pathfinder {
    private:
        std::vector < std::unique_ptr < Tile > > theWorld;
        QString theWorldName;
        int worldRows, worldColumns, numberOfEnemies, numberOfHealthPacks;

        std::unordered_set < std::shared_ptr < Node > > worldNodes;
        std::unordered_map < Tile, bool > hasEnemyOrHealthPack;

        std::shared_ptr < Nodifier > worldNodifier;
        std::shared_ptr < PathGenerator > worldPathGenerator;

        Tile startingTile, endingTile;
        std::shared_ptr < Node > startingNode, endingNode;

        // unsigned int findTileWithLocation ( std::vector < std::unique_ptr < Node > > * nodesList, int x, int y ) const;

        void generateNodes ( );
        void generateHasEnemyOrHealthPack ( World worldLoader, int numberOfEnemies, int numberOfHealthPacks );

public:
    Pathfinder ( QString initialWorldName,
                 Tile initialStartingTile,
                 Tile initialEndingTile,
                 std::shared_ptr < Nodifier > initialWorldNodifier,
                 std::shared_ptr < PathGenerator > initialWorldPathGenerator,
                 int initialNumberOfEnemies,
                 int initialNumberOfHealthPacks );

    QString getWorldName ( ) const;
    void loadNewWorld ( const QString & newWorldName );
    void loadNewWorld ( const QString & newWorldName, const Tile & newWorldStartingTile, const Tile & newWorldEndingTile );

    Tile getStartingTile ( ) const;
    void setStartingTile ( const Tile & newStartingTile );
    Tile getEndingTile ( ) const;
    void setEndingTile ( const Tile & newEndingTile );
    std::shared_ptr < Nodifier > getWorldNodifier ( ) const;
    void setWorldNodifier ( const std::shared_ptr < Nodifier > & newWorldNodifier );
    Tile getTileFromWorld ( int x, int y );

    void printNodes ( );
    void printWorld ( );

    std::list < std::pair <int, int> > generatePath ( );
};

#endif

這是包含Tile定義的共享庫的頭文件:

#ifndef WORLD_H
#define WORLD_H

#include "world_global.h"
#include <vector>
#include <memory>
#include <QObject>
#include <QImage>

class Tile
{
public:
    Tile(int xPosition, int yPosition, float tileWeight);
    virtual ~Tile() =default;
    float getValue() const {return value;};
    void setValue(float newValue) {value = newValue;};
    int getXPos() const {return xPos;};
    int getYPos() const {return yPos;};
    void setXPos(int newPos) {xPos = newPos;};
    void setYPos(int newPos) {yPos = newPos;}
    bool operator== (const Tile & other) const
        {return (getXPos() == other.getXPos()) && (getYPos() == other.getYPos());};

protected:
    int xPos;
    int yPos;
    float value;
};

class Enemy : public Tile
{
public:
    Enemy(int xPosition, int yPosition, float strength);
    virtual ~Enemy() = default;
    bool getDefeated() const {return defeated;}
    void setDefeated(bool value) {defeated = value;};

private:
    bool defeated; //false by construction
};

class PEnemy: public QObject, public Enemy
{
    Q_OBJECT
public:
    PEnemy(int xPosition, int yPosition, float strength);
    virtual ~PEnemy() = default;
    float getPoisonLevel() const;
    void setPoisonLevel(float value);

public slots:
    bool poison();

signals:
    void dead();
    void poisonLevelUpdated(int value);

private:
    float poisonLevel;
};

class Protagonist: public QObject, public Tile
{
    Q_OBJECT
public:
    Protagonist();
    void setXPos(int newPos) {xPos = newPos; emit posChanged(xPos, yPos);}
    void setYPos(int newPos) {yPos = newPos; emit posChanged(xPos, yPos);}
    void setPos(int newX, int newY) {if (xPos != newX || yPos != newY) {xPos = newX; yPos = newY; emit posChanged(xPos, yPos);}}
    float getHealth() const {return health;};
    void setHealth(float value) {health = value;}

    float getEnergy() const {return energy;}
    void setEnergy(float value) {energy = value;}

signals:
    void posChanged(int x, int y);

private:
    float health; //100.0f by construction
    float energy; //100.0f by construction
};

class WORLDSHARED_EXPORT World
{
public:
    World() = default;
    //to obtain non-overlapping enemies and healthpacks you should call the following 3 methods in this order
    std::vector<std::unique_ptr<Tile>> createWorld(QString filename);
    std::vector<std::unique_ptr<Enemy>> getEnemies(unsigned int nrOfEnemies);
    std::vector<std::unique_ptr<Tile>> getHealthPacks(unsigned int nrOfPacks);
    std::unique_ptr<Protagonist> getProtagonist();
    int getRows() const {return rows;};
    int getCols() const {return cols;};

private:
    int rows, cols;
    QImage world;
    std::vector<QPoint> used; //only for internal use
};


#endif // WORLD_H

我確定我所做的一切都正確,所以如果有人可以告訴我為什么它無法編譯,我會很樂意。

在此先非常感謝,我已經堅持很長時間了。

最好的問候,約書亞

如果我將templahttps://stackoverflow.com/help/how-to-answerte專業化設置移動到定義了Tile類的頭文件中(當然,在定義該類之后,但之后再進行任何更改),則代碼將編譯。

通常,當您自己也實現類時,這無關緊要。 我認為這與在共享庫中實現的此類有關。 我不是C ++專家,所以我無法解釋這一點。 但是我很想在這里有人繼續解釋它。

暫無
暫無

聲明:本站的技術帖子網頁,遵循CC BY-SA 4.0協議,如果您需要轉載,請注明本站網址或者原文地址。任何問題請咨詢:yoyou2525@163.com.

 
粵ICP備18138465號  © 2020-2024 STACKOOM.COM